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IIKSolverVR_LocomotionMethods

Trait IIKSolverVR_LocomotionMethods 

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pub trait IIKSolverVR_LocomotionMethods: IIKSolverVR_Locomotion {
Show 15 methods // Provided methods fn get_center_of_mass(self) -> Vector3 { ... } fn set_center_of_mass(self, value: impl Into<Vector3>) { ... } fn initiate( self, positions: impl Into<Array<Vector3>>, rotations: impl Into<Array<Quaternion>>, has_toes: impl Into<bool>, scale: impl Into<f32>, ) { ... } fn reset( self, positions: impl Into<Array<Vector3>>, rotations: impl Into<Array<Quaternion>>, ) { ... } fn relax(self) { ... } fn add_delta_rotation( self, delta: impl Into<Quaternion>, pivot: impl Into<Vector3>, ) { ... } fn add_delta_position(self, delta: impl Into<Vector3>) { ... } fn solve( self, root_bone: impl Into<IKSolverVR_VirtualBone>, spine: impl Into<IKSolverVR_Spine>, left_leg: impl Into<IKSolverVR_Leg>, right_leg: impl Into<IKSolverVR_Leg>, left_arm: impl Into<IKSolverVR_Arm>, right_arm: impl Into<IKSolverVR_Arm>, support_leg_index: impl Into<i32>, scale: impl Into<f32>, ) -> (Vector3, Vector3, Quaternion, Quaternion, f32, f32, f32, f32) { ... } fn get_left_footstep_position(self) -> Vector3 { ... } fn get_right_footstep_position(self) -> Vector3 { ... } fn get_left_footstep_rotation(self) -> Quaternion { ... } fn get_right_footstep_rotation(self) -> Quaternion { ... } fn step_blocked( self, from_position: impl Into<Vector3>, to_position: impl Into<Vector3>, root_position: impl Into<Vector3>, ) -> bool { ... } fn can_step(self) -> bool { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn get_center_of_mass(self) -> Vector3

get_centerOfMass() overload

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fn set_center_of_mass(self, value: impl Into<Vector3>)

set_centerOfMass(crate::unity_engine::vector3::Vector3) overload

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fn initiate( self, positions: impl Into<Array<Vector3>>, rotations: impl Into<Array<Quaternion>>, has_toes: impl Into<bool>, scale: impl Into<f32>, )

Initiate(::unity::Array<crate::unity_engine::vector3::Vector3>, ::unity::Array<crate::unity_engine::quaternion::Quaternion>, bool, f32) overload

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fn reset( self, positions: impl Into<Array<Vector3>>, rotations: impl Into<Array<Quaternion>>, )

Reset(::unity::Array<crate::unity_engine::vector3::Vector3>, ::unity::Array<crate::unity_engine::quaternion::Quaternion>) overload

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fn relax(self)

Relax() overload

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fn add_delta_rotation( self, delta: impl Into<Quaternion>, pivot: impl Into<Vector3>, )

AddDeltaRotation(crate::unity_engine::quaternion::Quaternion, crate::unity_engine::vector3::Vector3) overload

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fn add_delta_position(self, delta: impl Into<Vector3>)

AddDeltaPosition(crate::unity_engine::vector3::Vector3) overload

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fn solve( self, root_bone: impl Into<IKSolverVR_VirtualBone>, spine: impl Into<IKSolverVR_Spine>, left_leg: impl Into<IKSolverVR_Leg>, right_leg: impl Into<IKSolverVR_Leg>, left_arm: impl Into<IKSolverVR_Arm>, right_arm: impl Into<IKSolverVR_Arm>, support_leg_index: impl Into<i32>, scale: impl Into<f32>, ) -> (Vector3, Vector3, Quaternion, Quaternion, f32, f32, f32, f32)

Solve(crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone, crate::root_motion::final_ik::iksolvervr::IKSolverVR_Spine, crate::root_motion::final_ik::iksolvervr::IKSolverVR_Leg, crate::root_motion::final_ik::iksolvervr::IKSolverVR_Leg, crate::root_motion::final_ik::iksolvervr::IKSolverVR_Arm, crate::root_motion::final_ik::iksolvervr::IKSolverVR_Arm, i32, *mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::quaternion::Quaternion, *mutcrate::unity_engine::quaternion::Quaternion, *mutf32, *mutf32, *mutf32, *mutf32, f32) overload

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fn get_left_footstep_position(self) -> Vector3

get_leftFootstepPosition() overload

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fn get_right_footstep_position(self) -> Vector3

get_rightFootstepPosition() overload

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fn get_left_footstep_rotation(self) -> Quaternion

get_leftFootstepRotation() overload

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fn get_right_footstep_rotation(self) -> Quaternion

get_rightFootstepRotation() overload

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fn step_blocked( self, from_position: impl Into<Vector3>, to_position: impl Into<Vector3>, root_position: impl Into<Vector3>, ) -> bool

StepBlocked(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3) overload

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fn can_step(self) -> bool

CanStep() overload

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fn ctor(self)

.ctor() overload

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§

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impl<__T: IIKSolverVR_Locomotion> IIKSolverVR_LocomotionMethods for __T

Available on crate feature root_motion-final_ik-iksolvervr only.